"We always stood out as the weirdos who liked watching the ‘30s cartoons. So that had been in the back of our minds, and even as we saw the technology change in gaming, we thought hey, eventually people are going to be doing cartoon games. It’s going to be amazing when someone tries to do a cartoon game like the ’30s style."

"We purposely run all of the animation at 24 frames per second. But our gameplay is at 60 frames per second. So it’s technically the most responsive gameplay, except you don’t have to look at visuals that are too smooth. [...] When you hold right and watch your character run, that group of animation is actually moving across the screen at 60 frames per second, which is technically slightly different from cartoons of the era, because they’d be moving at 24. But the animation on top of that runs at 24 frames per second."

"The original scope was eight to 10 boss fights, and almost set up like Mega Man, where you just select the boss you want to play and when you beat him you move on to the next one. But we had a wish list of things we wanted to do. So as the game caught on, we expanded the scope to include a bunch of different world maps, and there are now side scrolling platforms levels separate from boss levels."

"Cuphead is lifetime exclusive on Xbox for the console space, but in the PC space it’s going to be on every platform we can. So we’ll launch on PC and look into Mac and Linux thereafter. But without Microsoft’s help and support, it would be hard to get to where we’re at today. For my brother and I to dump so much into this game and remortgage our houses and just put everything possible in to make this, it would’ve probably never happened, because it would have never reached the audience without the tons of marketing push that Microsoft’s been doing."